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- /**************************************************************************/
- /* godot_body_3d.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "godot_body_3d.h"
- #include "godot_area_3d.h"
- #include "godot_body_direct_state_3d.h"
- #include "godot_space_3d.h"
- void GodotBody3D::_mass_properties_changed() {
- if (get_space() && !mass_properties_update_list.in_list()) {
- get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list);
- }
- }
- void GodotBody3D::_update_transform_dependent() {
- center_of_mass = get_transform().basis.xform(center_of_mass_local);
- principal_inertia_axes = get_transform().basis * principal_inertia_axes_local;
- // Update inertia tensor.
- Basis tb = principal_inertia_axes;
- Basis tbt = tb.transposed();
- Basis diag;
- diag.scale(_inv_inertia);
- _inv_inertia_tensor = tb * diag * tbt;
- }
- void GodotBody3D::update_mass_properties() {
- // Update shapes and motions.
- switch (mode) {
- case PhysicsServer3D::BODY_MODE_RIGID: {
- real_t total_area = 0;
- for (int i = 0; i < get_shape_count(); i++) {
- if (is_shape_disabled(i)) {
- continue;
- }
- total_area += get_shape_area(i);
- }
- if (calculate_center_of_mass) {
- // We have to recompute the center of mass.
- center_of_mass_local.zero();
- if (total_area != 0.0) {
- for (int i = 0; i < get_shape_count(); i++) {
- if (is_shape_disabled(i)) {
- continue;
- }
- real_t area = get_shape_area(i);
- real_t mass_new = area * mass / total_area;
- // NOTE: we assume that the shape origin is also its center of mass.
- center_of_mass_local += mass_new * get_shape_transform(i).origin;
- }
- center_of_mass_local /= mass;
- }
- }
- if (calculate_inertia) {
- // Recompute the inertia tensor.
- Basis inertia_tensor;
- inertia_tensor.set_zero();
- bool inertia_set = false;
- for (int i = 0; i < get_shape_count(); i++) {
- if (is_shape_disabled(i)) {
- continue;
- }
- real_t area = get_shape_area(i);
- if (area == 0.0) {
- continue;
- }
- inertia_set = true;
- const GodotShape3D *shape = get_shape(i);
- real_t mass_new = area * mass / total_area;
- Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass_new));
- Transform3D shape_transform = get_shape_transform(i);
- Basis shape_basis = shape_transform.basis.orthonormalized();
- // NOTE: we don't take the scale of collision shapes into account when computing the inertia tensor!
- shape_inertia_tensor = shape_basis * shape_inertia_tensor * shape_basis.transposed();
- Vector3 shape_origin = shape_transform.origin - center_of_mass_local;
- inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass_new;
- }
- // Set the inertia to a valid value when there are no valid shapes.
- if (!inertia_set) {
- inertia_tensor = Basis();
- }
- // Handle partial custom inertia.
- if (inertia.x > 0.0) {
- inertia_tensor[0][0] = inertia.x;
- }
- if (inertia.y > 0.0) {
- inertia_tensor[1][1] = inertia.y;
- }
- if (inertia.z > 0.0) {
- inertia_tensor[2][2] = inertia.z;
- }
- // Compute the principal axes of inertia.
- principal_inertia_axes_local = inertia_tensor.diagonalize().transposed();
- _inv_inertia = inertia_tensor.get_main_diagonal().inverse();
- }
- if (mass) {
- _inv_mass = 1.0 / mass;
- } else {
- _inv_mass = 0;
- }
- } break;
- case PhysicsServer3D::BODY_MODE_KINEMATIC:
- case PhysicsServer3D::BODY_MODE_STATIC: {
- _inv_inertia = Vector3();
- _inv_mass = 0;
- } break;
- case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: {
- _inv_inertia_tensor.set_zero();
- _inv_mass = 1.0 / mass;
- } break;
- }
- _update_transform_dependent();
- }
- void GodotBody3D::reset_mass_properties() {
- calculate_inertia = true;
- calculate_center_of_mass = true;
- _mass_properties_changed();
- }
- void GodotBody3D::set_active(bool p_active) {
- if (active == p_active) {
- return;
- }
- active = p_active;
- if (active) {
- if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
- // Static bodies can't be active.
- active = false;
- } else if (get_space()) {
- get_space()->body_add_to_active_list(&active_list);
- }
- } else if (get_space()) {
- get_space()->body_remove_from_active_list(&active_list);
- }
- }
- void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value) {
- switch (p_param) {
- case PhysicsServer3D::BODY_PARAM_BOUNCE: {
- bounce = p_value;
- } break;
- case PhysicsServer3D::BODY_PARAM_FRICTION: {
- friction = p_value;
- } break;
- case PhysicsServer3D::BODY_PARAM_MASS: {
- real_t mass_value = p_value;
- ERR_FAIL_COND(mass_value <= 0);
- mass = mass_value;
- if (mode >= PhysicsServer3D::BODY_MODE_RIGID) {
- _mass_properties_changed();
- }
- } break;
- case PhysicsServer3D::BODY_PARAM_INERTIA: {
- inertia = p_value;
- if ((inertia.x <= 0.0) || (inertia.y <= 0.0) || (inertia.z <= 0.0)) {
- calculate_inertia = true;
- if (mode == PhysicsServer3D::BODY_MODE_RIGID) {
- _mass_properties_changed();
- }
- } else {
- calculate_inertia = false;
- if (mode == PhysicsServer3D::BODY_MODE_RIGID) {
- principal_inertia_axes_local = Basis();
- _inv_inertia = inertia.inverse();
- _update_transform_dependent();
- }
- }
- } break;
- case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: {
- calculate_center_of_mass = false;
- center_of_mass_local = p_value;
- _update_transform_dependent();
- } break;
- case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
- if (Math::is_zero_approx(gravity_scale)) {
- wakeup();
- }
- gravity_scale = p_value;
- } break;
- case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: {
- int mode_value = p_value;
- linear_damp_mode = (PhysicsServer3D::BodyDampMode)mode_value;
- } break;
- case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: {
- int mode_value = p_value;
- angular_damp_mode = (PhysicsServer3D::BodyDampMode)mode_value;
- } break;
- case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: {
- linear_damp = p_value;
- } break;
- case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: {
- angular_damp = p_value;
- } break;
- default: {
- }
- }
- }
- Variant GodotBody3D::get_param(PhysicsServer3D::BodyParameter p_param) const {
- switch (p_param) {
- case PhysicsServer3D::BODY_PARAM_BOUNCE: {
- return bounce;
- } break;
- case PhysicsServer3D::BODY_PARAM_FRICTION: {
- return friction;
- } break;
- case PhysicsServer3D::BODY_PARAM_MASS: {
- return mass;
- } break;
- case PhysicsServer3D::BODY_PARAM_INERTIA: {
- if (mode == PhysicsServer3D::BODY_MODE_RIGID) {
- return _inv_inertia.inverse();
- } else {
- return Vector3();
- }
- } break;
- case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: {
- return center_of_mass_local;
- } break;
- case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
- return gravity_scale;
- } break;
- case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: {
- return linear_damp_mode;
- }
- case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: {
- return angular_damp_mode;
- }
- case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: {
- return linear_damp;
- } break;
- case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: {
- return angular_damp;
- } break;
- default: {
- }
- }
- return 0;
- }
- void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) {
- PhysicsServer3D::BodyMode prev = mode;
- mode = p_mode;
- switch (p_mode) {
- case PhysicsServer3D::BODY_MODE_STATIC:
- case PhysicsServer3D::BODY_MODE_KINEMATIC: {
- _set_inv_transform(get_transform().affine_inverse());
- _inv_mass = 0;
- _inv_inertia = Vector3();
- _set_static(p_mode == PhysicsServer3D::BODY_MODE_STATIC);
- set_active(p_mode == PhysicsServer3D::BODY_MODE_KINEMATIC && contacts.size());
- linear_velocity = Vector3();
- angular_velocity = Vector3();
- if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC && prev != mode) {
- first_time_kinematic = true;
- }
- _update_transform_dependent();
- } break;
- case PhysicsServer3D::BODY_MODE_RIGID: {
- _inv_mass = mass > 0 ? (1.0 / mass) : 0;
- if (!calculate_inertia) {
- principal_inertia_axes_local = Basis();
- _inv_inertia = inertia.inverse();
- _update_transform_dependent();
- }
- _mass_properties_changed();
- _set_static(false);
- set_active(true);
- } break;
- case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: {
- _inv_mass = mass > 0 ? (1.0 / mass) : 0;
- _inv_inertia = Vector3();
- angular_velocity = Vector3();
- _update_transform_dependent();
- _set_static(false);
- set_active(true);
- }
- }
- }
- PhysicsServer3D::BodyMode GodotBody3D::get_mode() const {
- return mode;
- }
- void GodotBody3D::_shapes_changed() {
- _mass_properties_changed();
- wakeup();
- wakeup_neighbours();
- }
- void GodotBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
- switch (p_state) {
- case PhysicsServer3D::BODY_STATE_TRANSFORM: {
- if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- new_transform = p_variant;
- //wakeup_neighbours();
- set_active(true);
- if (first_time_kinematic) {
- _set_transform(p_variant);
- _set_inv_transform(get_transform().affine_inverse());
- first_time_kinematic = false;
- }
- } else if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
- _set_transform(p_variant);
- _set_inv_transform(get_transform().affine_inverse());
- wakeup_neighbours();
- } else {
- Transform3D t = p_variant;
- t.orthonormalize();
- new_transform = get_transform(); //used as old to compute motion
- if (new_transform == t) {
- break;
- }
- _set_transform(t);
- _set_inv_transform(get_transform().inverse());
- _update_transform_dependent();
- }
- wakeup();
- } break;
- case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
- linear_velocity = p_variant;
- constant_linear_velocity = linear_velocity;
- wakeup();
- } break;
- case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
- angular_velocity = p_variant;
- constant_angular_velocity = angular_velocity;
- wakeup();
- } break;
- case PhysicsServer3D::BODY_STATE_SLEEPING: {
- if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- break;
- }
- bool do_sleep = p_variant;
- if (do_sleep) {
- linear_velocity = Vector3();
- //biased_linear_velocity=Vector3();
- angular_velocity = Vector3();
- //biased_angular_velocity=Vector3();
- set_active(false);
- } else {
- set_active(true);
- }
- } break;
- case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
- can_sleep = p_variant;
- if (mode >= PhysicsServer3D::BODY_MODE_RIGID && !active && !can_sleep) {
- set_active(true);
- }
- } break;
- }
- }
- Variant GodotBody3D::get_state(PhysicsServer3D::BodyState p_state) const {
- switch (p_state) {
- case PhysicsServer3D::BODY_STATE_TRANSFORM: {
- return get_transform();
- } break;
- case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
- return linear_velocity;
- } break;
- case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
- return angular_velocity;
- } break;
- case PhysicsServer3D::BODY_STATE_SLEEPING: {
- return !is_active();
- } break;
- case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
- return can_sleep;
- } break;
- }
- return Variant();
- }
- void GodotBody3D::set_space(GodotSpace3D *p_space) {
- if (get_space()) {
- if (mass_properties_update_list.in_list()) {
- get_space()->body_remove_from_mass_properties_update_list(&mass_properties_update_list);
- }
- if (active_list.in_list()) {
- get_space()->body_remove_from_active_list(&active_list);
- }
- if (direct_state_query_list.in_list()) {
- get_space()->body_remove_from_state_query_list(&direct_state_query_list);
- }
- }
- _set_space(p_space);
- if (get_space()) {
- _mass_properties_changed();
- if (active && !active_list.in_list()) {
- get_space()->body_add_to_active_list(&active_list);
- }
- }
- }
- void GodotBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) {
- if (lock) {
- locked_axis |= p_axis;
- } else {
- locked_axis &= ~p_axis;
- }
- }
- bool GodotBody3D::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const {
- return locked_axis & p_axis;
- }
- void GodotBody3D::integrate_forces(real_t p_step) {
- if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
- return;
- }
- ERR_FAIL_NULL(get_space());
- int ac = areas.size();
- bool gravity_done = false;
- bool linear_damp_done = false;
- bool angular_damp_done = false;
- bool stopped = false;
- gravity = Vector3(0, 0, 0);
- total_linear_damp = 0.0;
- total_angular_damp = 0.0;
- // Combine gravity and damping from overlapping areas in priority order.
- if (ac) {
- areas.sort();
- const AreaCMP *aa = &areas[0];
- for (int i = ac - 1; i >= 0 && !stopped; i--) {
- if (!gravity_done) {
- PhysicsServer3D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE);
- if (area_gravity_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
- Vector3 area_gravity;
- aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity);
- switch (area_gravity_mode) {
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- gravity += area_gravity;
- gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
- } break;
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
- gravity = area_gravity;
- gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
- } break;
- default: {
- }
- }
- }
- }
- if (!linear_damp_done) {
- PhysicsServer3D::AreaSpaceOverrideMode area_linear_damp_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE);
- if (area_linear_damp_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
- real_t area_linear_damp = aa[i].area->get_linear_damp();
- switch (area_linear_damp_mode) {
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- total_linear_damp += area_linear_damp;
- linear_damp_done = area_linear_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
- } break;
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
- total_linear_damp = area_linear_damp;
- linear_damp_done = area_linear_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
- } break;
- default: {
- }
- }
- }
- }
- if (!angular_damp_done) {
- PhysicsServer3D::AreaSpaceOverrideMode area_angular_damp_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE);
- if (area_angular_damp_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
- real_t area_angular_damp = aa[i].area->get_angular_damp();
- switch (area_angular_damp_mode) {
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- total_angular_damp += area_angular_damp;
- angular_damp_done = area_angular_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
- } break;
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
- total_angular_damp = area_angular_damp;
- angular_damp_done = area_angular_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
- } break;
- default: {
- }
- }
- }
- }
- stopped = gravity_done && linear_damp_done && angular_damp_done;
- }
- }
- // Add default gravity and damping from space area.
- if (!stopped) {
- GodotArea3D *default_area = get_space()->get_default_area();
- ERR_FAIL_NULL(default_area);
- if (!gravity_done) {
- Vector3 default_gravity;
- default_area->compute_gravity(get_transform().get_origin(), default_gravity);
- gravity += default_gravity;
- }
- if (!linear_damp_done) {
- total_linear_damp += default_area->get_linear_damp();
- }
- if (!angular_damp_done) {
- total_angular_damp += default_area->get_angular_damp();
- }
- }
- // Override linear damping with body's value.
- switch (linear_damp_mode) {
- case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: {
- total_linear_damp += linear_damp;
- } break;
- case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: {
- total_linear_damp = linear_damp;
- } break;
- }
- // Override angular damping with body's value.
- switch (angular_damp_mode) {
- case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: {
- total_angular_damp += angular_damp;
- } break;
- case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: {
- total_angular_damp = angular_damp;
- } break;
- }
- gravity *= gravity_scale;
- prev_linear_velocity = linear_velocity;
- prev_angular_velocity = angular_velocity;
- Vector3 motion;
- bool do_motion = false;
- if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- //compute motion, angular and etc. velocities from prev transform
- motion = new_transform.origin - get_transform().origin;
- do_motion = true;
- linear_velocity = constant_linear_velocity + motion / p_step;
- //compute a FAKE angular velocity, not so easy
- Basis rot = new_transform.basis.orthonormalized() * get_transform().basis.orthonormalized().transposed();
- Vector3 axis;
- real_t angle;
- rot.get_axis_angle(axis, angle);
- axis.normalize();
- angular_velocity = constant_angular_velocity + axis * (angle / p_step);
- } else {
- if (!omit_force_integration) {
- //overridden by direct state query
- Vector3 force = gravity * mass + applied_force + constant_force;
- Vector3 torque = applied_torque + constant_torque;
- real_t damp = 1.0 - p_step * total_linear_damp;
- if (damp < 0) { // reached zero in the given time
- damp = 0;
- }
- real_t angular_damp_new = 1.0 - p_step * total_angular_damp;
- if (angular_damp_new < 0) { // reached zero in the given time
- angular_damp_new = 0;
- }
- linear_velocity *= damp;
- angular_velocity *= angular_damp_new;
- linear_velocity += _inv_mass * force * p_step;
- angular_velocity += _inv_inertia_tensor.xform(torque) * p_step;
- }
- if (continuous_cd) {
- motion = linear_velocity * p_step;
- do_motion = true;
- }
- }
- applied_force = Vector3();
- applied_torque = Vector3();
- biased_angular_velocity = Vector3();
- biased_linear_velocity = Vector3();
- if (do_motion) { //shapes temporarily extend for raycast
- _update_shapes_with_motion(motion);
- }
- contact_count = 0;
- }
- void GodotBody3D::integrate_velocities(real_t p_step) {
- if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
- return;
- }
- ERR_FAIL_NULL(get_space());
- if (fi_callback_data || body_state_callback.is_valid()) {
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- }
- //apply axis lock linear
- for (int i = 0; i < 3; i++) {
- if (is_axis_locked((PhysicsServer3D::BodyAxis)(1 << i))) {
- linear_velocity[i] = 0;
- biased_linear_velocity[i] = 0;
- new_transform.origin[i] = get_transform().origin[i];
- }
- }
- //apply axis lock angular
- for (int i = 0; i < 3; i++) {
- if (is_axis_locked((PhysicsServer3D::BodyAxis)(1 << (i + 3)))) {
- angular_velocity[i] = 0;
- biased_angular_velocity[i] = 0;
- }
- }
- if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- _set_transform(new_transform, false);
- _set_inv_transform(new_transform.affine_inverse());
- if (contacts.size() == 0 && linear_velocity == Vector3() && angular_velocity == Vector3()) {
- set_active(false); //stopped moving, deactivate
- }
- return;
- }
- Vector3 total_angular_velocity = angular_velocity + biased_angular_velocity;
- real_t ang_vel = total_angular_velocity.length();
- Transform3D transform_new = get_transform();
- if (!Math::is_zero_approx(ang_vel)) {
- Vector3 ang_vel_axis = total_angular_velocity / ang_vel;
- Basis rot(ang_vel_axis, ang_vel * p_step);
- Basis identity3(1, 0, 0, 0, 1, 0, 0, 0, 1);
- transform_new.origin += ((identity3 - rot) * transform_new.basis).xform(center_of_mass_local);
- transform_new.basis = rot * transform_new.basis;
- transform_new.orthonormalize();
- }
- Vector3 total_linear_velocity = linear_velocity + biased_linear_velocity;
- /*for(int i=0;i<3;i++) {
- if (axis_lock&(1<<i)) {
- transform_new.origin[i]=0.0;
- }
- }*/
- transform_new.origin += total_linear_velocity * p_step;
- _set_transform(transform_new);
- _set_inv_transform(get_transform().inverse());
- _update_transform_dependent();
- }
- void GodotBody3D::wakeup_neighbours() {
- for (const KeyValue<GodotConstraint3D *, int> &E : constraint_map) {
- const GodotConstraint3D *c = E.key;
- GodotBody3D **n = c->get_body_ptr();
- int bc = c->get_body_count();
- for (int i = 0; i < bc; i++) {
- if (i == E.value) {
- continue;
- }
- GodotBody3D *b = n[i];
- if (b->mode < PhysicsServer3D::BODY_MODE_RIGID) {
- continue;
- }
- if (!b->is_active()) {
- b->set_active(true);
- }
- }
- }
- }
- void GodotBody3D::call_queries() {
- Variant direct_state_variant = get_direct_state();
- if (fi_callback_data) {
- if (!fi_callback_data->callable.is_valid()) {
- set_force_integration_callback(Callable());
- } else {
- const Variant *vp[2] = { &direct_state_variant, &fi_callback_data->udata };
- Callable::CallError ce;
- int argc = (fi_callback_data->udata.get_type() == Variant::NIL) ? 1 : 2;
- Variant rv;
- fi_callback_data->callable.callp(vp, argc, rv, ce);
- }
- }
- if (body_state_callback.is_valid()) {
- body_state_callback.call(direct_state_variant);
- }
- }
- bool GodotBody3D::sleep_test(real_t p_step) {
- if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- return true;
- } else if (!can_sleep) {
- return false;
- }
- ERR_FAIL_NULL_V(get_space(), true);
- if (Math::abs(angular_velocity.length()) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) {
- still_time += p_step;
- return still_time > get_space()->get_body_time_to_sleep();
- } else {
- still_time = 0; //maybe this should be set to 0 on set_active?
- return false;
- }
- }
- void GodotBody3D::set_state_sync_callback(const Callable &p_callable) {
- body_state_callback = p_callable;
- }
- void GodotBody3D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) {
- if (p_callable.is_valid()) {
- if (!fi_callback_data) {
- fi_callback_data = memnew(ForceIntegrationCallbackData);
- }
- fi_callback_data->callable = p_callable;
- fi_callback_data->udata = p_udata;
- } else if (fi_callback_data) {
- memdelete(fi_callback_data);
- fi_callback_data = nullptr;
- }
- }
- GodotPhysicsDirectBodyState3D *GodotBody3D::get_direct_state() {
- if (!direct_state) {
- direct_state = memnew(GodotPhysicsDirectBodyState3D);
- direct_state->body = this;
- }
- return direct_state;
- }
- GodotBody3D::GodotBody3D() :
- GodotCollisionObject3D(TYPE_BODY),
- active_list(this),
- mass_properties_update_list(this),
- direct_state_query_list(this) {
- _set_static(false);
- }
- GodotBody3D::~GodotBody3D() {
- if (fi_callback_data) {
- memdelete(fi_callback_data);
- }
- if (direct_state) {
- memdelete(direct_state);
- }
- }
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